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Weapon using mana + magic animation
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JohnVeritas
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Post: #7
RE: Weapon using mana + magic animation
Well i tought that you defined that <local.var.REQMANA> somewhere in your scripts, thats why i dont make changes on it. Btw if you want to use same event with all weapons you can simply do something like,

under @equip trigger you can set a tag. like

on @equip
..
..
.. bla bla check check
src.tag.manareq <mana req for that weapon>

on @unequip
..
.
... bla bla check check
src.cleartags manareq

so after that,

[Events e_flamescepter]
//Event for item i_flame_scepter
ON=@HitTry
If !(<MANA> >= <eval <src.tag0.manareg>>)
sysMessage @03b2,0,1 Tu n'as pas assez de mana pour attaquer!
Return 1
EndIf

ON=@Hit
If ((<src.flags>&statf_stone) || (<src.region.safe>))
return 1
Else
SRC.EFFECT = 3,i_fx_fireball_small,6,31,0
MANA -= <eval <src.tag0.manareg>>
EndIf


With this way you define mana req with a tag when player equips that weapon. You can do that every weapon to one by one or you can simply set defnames like
[defname t_weapon_sword]
on @equip
if <baseid> == i_flame_scepter
src.tag.manareq blabla
elseif <baseid> == i_flamebla
src.tag.manareq blablax
endif

etc etc.
(This post was last modified: 03-08-2014 07:14 AM by JohnVeritas.)
03-08-2014 07:12 AM
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RE: Weapon using mana + magic animation - JohnVeritas - 03-08-2014 07:12 AM

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